mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: Use a dedicated variable for disaster vehicle action state. (#10798)
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1a93618bd1
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72c7536325
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@ -17,7 +17,7 @@
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* that handles the vehicle's ticks.
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* <li>Run the disaster vehicles each tick until their target has been reached,
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* this happens in the DisasterTick_XXX() functions. In here, a vehicle's
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* state is kept by v->current_order.dest variable. Each achieved sub-target
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* state is kept by v->state variable. Each achieved sub-target
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* will increase this value, and the last one will remove the disaster itself
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* </ol>
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*/
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@ -168,7 +168,7 @@ DisasterVehicle::DisasterVehicle(int x, int y, Direction direction, DisasterSubT
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this->UpdateDeltaXY();
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this->owner = OWNER_NONE;
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this->image_override = 0;
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this->current_order.Free();
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this->state = 0;
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this->UpdateImage();
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this->UpdatePositionAndViewport();
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@ -214,7 +214,7 @@ void DisasterVehicle::UpdatePosition(int x, int y, int z)
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}
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/**
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* Zeppeliner handling, v->current_order.dest states:
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* Zeppeliner handling, v->state states:
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* 0: Zeppeliner initialization has found a small airport, go there and crash
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* 1: Create crash and animate falling down for extra dramatic effect
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* 2: Create more smoke and leave debris on ground
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@ -225,24 +225,24 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
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{
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v->tick_counter++;
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if (v->current_order.GetDestination() < 2) {
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if (v->state < 2) {
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if (HasBit(v->tick_counter, 0)) return true;
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
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if (v->current_order.GetDestination() == 1) {
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if (v->state == 1) {
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if (++v->age == 38) {
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v->current_order.SetDestination(2);
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v->state = 2;
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v->age = 0;
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}
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if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_CRASH_SMOKE);
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} else if (v->current_order.GetDestination() == 0) {
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} else if (v->state == 0) {
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if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
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v->current_order.SetDestination(1);
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v->state = 1;
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v->age = 0;
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SetDParam(0, GetStationIndex(v->tile));
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@ -259,7 +259,7 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
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return true;
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}
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if (v->current_order.GetDestination() > 2) {
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if (v->state > 2) {
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if (++v->age <= 13320) return true;
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if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
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@ -296,7 +296,7 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
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EV_EXPLOSION_SMALL);
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}
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} else if (v->age == 350) {
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v->current_order.SetDestination(3);
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v->state = 3;
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v->age = 0;
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}
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@ -308,7 +308,7 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
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}
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/**
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* (Small) Ufo handling, v->current_order.dest states:
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* (Small) Ufo handling, v->state states:
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* 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle
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* 1: Home in on a road vehicle and crash it >:)
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* If not road vehicle was found, only state 0 is used and Ufo disappears after a while
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@ -317,7 +317,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
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{
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v->image_override = (HasBit(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
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if (v->current_order.GetDestination() == 0) {
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if (v->state == 0) {
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/* Fly around randomly */
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int x = TileX(v->dest_tile) * TILE_SIZE;
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int y = TileY(v->dest_tile) * TILE_SIZE;
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@ -331,7 +331,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
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v->dest_tile = RandomTile();
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return true;
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}
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v->current_order.SetDestination(1);
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v->state = 1;
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uint n = 0; // Total number of targetable road vehicles.
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for (const RoadVehicle *u : RoadVehicle::Iterate()) {
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@ -410,7 +410,7 @@ static void DestructIndustry(Industry *i)
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}
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/**
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* Aircraft handling, v->current_order.dest states:
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* Aircraft handling, v->state states:
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* 0: Fly towards the targeted industry
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* 1: If within 15 tiles, fire away rockets and destroy industry
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* 2: Industry explosions
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@ -425,7 +425,7 @@ static void DestructIndustry(Industry *i)
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static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, bool leave_at_top, StringID news_message, IndustryBehaviour industry_flag)
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{
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v->tick_counter++;
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v->image_override = (v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
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v->image_override = (v->state == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
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@ -435,7 +435,7 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
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return false;
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}
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if (v->current_order.GetDestination() == 2) {
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if (v->state == 2) {
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if (GB(v->tick_counter, 0, 2) == 0) {
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Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
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int x = TileX(i->location.tile) * TILE_SIZE;
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@ -448,11 +448,11 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
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GB(r, 12, 4),
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EV_EXPLOSION_SMALL);
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if (++v->age >= 55) v->current_order.SetDestination(3);
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if (++v->age >= 55) v->state = 3;
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}
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} else if (v->current_order.GetDestination() == 1) {
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} else if (v->state == 1) {
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if (++v->age == 112) {
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v->current_order.SetDestination(2);
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v->state = 2;
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v->age = 0;
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Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
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@ -462,7 +462,7 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
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AddIndustryNewsItem(news_message, NT_ACCIDENT, i->index);
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if (_settings_client.sound.disaster) SndPlayTileFx(SND_12_EXPLOSION, i->location.tile);
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}
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} else if (v->current_order.GetDestination() == 0) {
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} else if (v->state == 0) {
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int x = v->x_pos + ((leave_at_top ? -15 : 15) * TILE_SIZE);
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int y = v->y_pos;
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@ -475,7 +475,7 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
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v->dest_tile = ind;
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if (GetIndustrySpec(Industry::Get(ind)->type)->behaviour & industry_flag) {
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v->current_order.SetDestination(1);
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v->state = 1;
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v->age = 0;
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}
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}
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@ -510,7 +510,7 @@ static bool DisasterTick_Helicopter_Rotors(DisasterVehicle *v)
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}
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/**
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* (Big) Ufo handling, v->current_order.dest states:
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* (Big) Ufo handling, v->state states:
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* 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail
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* 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait...
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* because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess
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@ -519,7 +519,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
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{
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v->tick_counter++;
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if (v->current_order.GetDestination() == 1) {
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if (v->state == 1) {
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int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
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int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
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if (Delta(v->x_pos, x) + Delta(v->y_pos, y) >= 8) {
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@ -542,7 +542,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
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return true;
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}
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v->current_order.SetDestination(2);
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v->state = 2;
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for (Vehicle *target : Vehicle::Iterate()) {
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if (target->IsGroundVehicle()) {
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@ -564,7 +564,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
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DisasterVehicle *u = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER, v->index);
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DisasterVehicle *w = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
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u->SetNext(w);
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} else if (v->current_order.GetDestination() == 0) {
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} else if (v->state == 0) {
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int x = TileX(v->dest_tile) * TILE_SIZE;
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int y = TileY(v->dest_tile) * TILE_SIZE;
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if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
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@ -578,7 +578,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
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v->dest_tile = RandomTile();
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return true;
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}
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v->current_order.SetDestination(1);
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v->state = 1;
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const auto is_valid_target = [](const Train *t) {
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return t->IsFrontEngine() // Only the engines
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@ -614,7 +614,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
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}
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/**
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* Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
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* Skyranger destroying (Big) Ufo handling, v->state states:
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* 0: Home in on landed Ufo and shoot it down
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*/
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static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
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@ -629,10 +629,10 @@ static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
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return false;
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}
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if (v->current_order.GetDestination() == 0) {
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if (v->state == 0) {
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Vehicle *u = Vehicle::Get(v->big_ufo_destroyer_target);
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if (Delta(v->x_pos, u->x_pos) > (int)TILE_SIZE) return true;
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v->current_order.SetDestination(1);
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v->state = 1;
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CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
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if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, u);
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@ -660,7 +660,7 @@ static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
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}
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/**
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* Submarine, v->current_order.dest states:
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* Submarine, v->state states:
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* Unused, just float around aimlessly and pop up at different places, turning around
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*/
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static bool DisasterTick_Submarine(DisasterVehicle *v)
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@ -961,7 +961,7 @@ void ReleaseDisastersTargetingIndustry(IndustryID i)
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/* primary disaster vehicles that have chosen target */
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if (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER) {
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/* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
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if (v->current_order.GetDestination() > 0 && v->dest_tile == (uint32)i) v->current_order.SetDestination(3);
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if (v->state > 0 && v->dest_tile == (uint32)i) v->state = 3;
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}
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}
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}
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@ -975,9 +975,9 @@ void ReleaseDisastersTargetingVehicle(VehicleID vehicle)
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for (DisasterVehicle *v : DisasterVehicle::Iterate()) {
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/* primary disaster vehicles that have chosen target */
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if (v->subtype == ST_SMALL_UFO) {
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if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) {
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if (v->state != 0 && v->dest_tile == vehicle) {
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/* Revert to target-searching */
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v->current_order.SetDestination(0);
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v->state = 0;
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v->dest_tile = RandomTile();
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GetAircraftFlightLevelBounds(v, &v->z_pos, nullptr);
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v->age = 0;
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@ -38,6 +38,7 @@ struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DI
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SpriteID image_override; ///< Override for the default disaster vehicle sprite.
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VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
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byte flags; ///< Flags about the state of the vehicle, @see AirVehicleFlags
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uint16_t state; ///< Action stage of the disaster vehicle.
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/** For use by saveload. */
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DisasterVehicle() : SpecializedVehicleBase() {}
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@ -2141,8 +2141,8 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(SLV_121)) {
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/* Delete small ufos heading for non-existing vehicles */
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for (Vehicle *v : DisasterVehicle::Iterate()) {
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if (v->subtype == 2 /* ST_SMALL_UFO */ && v->current_order.GetDestination() != 0) {
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for (DisasterVehicle *v : DisasterVehicle::Iterate()) {
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if (v->subtype == 2 /* ST_SMALL_UFO */ && v->state != 0) {
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const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
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if (u == nullptr || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
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delete v;
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@ -1347,6 +1347,10 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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}
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v->current_order.AssignOrder(UnpackOldOrder(_old_order));
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if (v->type == VEH_DISASTER) {
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DisasterVehicle::From(v)->state = UnpackOldOrder(_old_order).GetDestination();
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}
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v->next = (Vehicle *)(size_t)_old_next_ptr;
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if (_cargo_count != 0 && CargoPacket::CanAllocateItem()) {
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@ -352,6 +352,7 @@ enum SaveLoadVersion : uint16 {
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SLV_EXTEND_VEHICLE_RANDOM, ///< 310 PR#10701 Extend vehicle random bits.
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SLV_EXTEND_ENTITY_MAPPING, ///< 311 PR#10672 Extend entity mapping range.
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SLV_DISASTER_VEH_STATE, ///< 312 PR#10798 Explicit storage of disaster vehicle state.
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SL_MAX_VERSION, ///< Highest possible saveload version
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};
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@ -953,8 +953,9 @@ public:
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SLE_VAR(Vehicle, owner, SLE_UINT8),
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SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
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SLE_CONDVAR(Vehicle, current_order.dest, SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_5),
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SLE_CONDVAR(Vehicle, current_order.dest, SLE_UINT16, SLV_5, SL_MAX_VERSION),
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SLE_CONDVARNAME(DisasterVehicle, state, "current_order.dest", SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_5),
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SLE_CONDVARNAME(DisasterVehicle, state, "current_order.dest", SLE_UINT16, SLV_5, SLV_DISASTER_VEH_STATE),
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SLE_CONDVAR(DisasterVehicle, state, SLE_UINT16, SLV_DISASTER_VEH_STATE, SL_MAX_VERSION),
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SLE_VAR(Vehicle, sprite_cache.sprite_seq.seq[0].sprite, SLE_FILE_U16 | SLE_VAR_U32),
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SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_31),
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